Implemented use of the game controller SDL API.
Fixes #7 Designed to use the game controller API if possible, or fall back to the regular joystick API otherwise. This also makes it so that all connected controllers can be used, rather than just the first one.
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21e16c157b
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ca11cdea27
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@ -33,6 +33,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define RANDRANGE(x, y) (((x) < (y)) ? ((x) + (rand() % (long)(1 + (y) - (x)))) : (x))
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#define DRAND ((double)rand() / RAND_MAX)
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#define _(s) gettext(s)
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#define CSDLP(x) (((x) == SDL_PRESSED) ? 1 : 0)
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// A soft dependency defines these as well, so check if they are
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// defined before defining (avoids compiler warnings)
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26
src/engine.c
26
src/engine.c
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@ -265,6 +265,9 @@ void engine_setMode()
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int autoPause = 0;
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int radioLife = DEFAULT_RADIO_LIFE;
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char lang[STRMAX_SHORT];
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int i;
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int use_gc;
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strcpy(lang, "default");
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strcpy(engine.configDirectory, "");
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@ -272,7 +275,7 @@ void engine_setMode()
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engine_setupConfigDirectory();
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/* Initialize the SDL library */
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0)
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK|SDL_INIT_GAMECONTROLLER) < 0)
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{
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printf("Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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@ -329,8 +332,27 @@ void engine_setMode()
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SDL_ShowCursor(SDL_DISABLE);
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SDL_EventState(SDL_MOUSEMOTION, SDL_DISABLE);
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// Determine if the GameController API can be used
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use_gc = 1;
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for (i=0; i<SDL_NumJoysticks(); i++) {
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if (!SDL_IsGameController(i)) {
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use_gc = 0;
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break;
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}
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}
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if (use_gc)
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SDL_GameControllerEventState(SDL_ENABLE);
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else
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SDL_JoystickEventState(SDL_ENABLE);
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SDL_JoystickOpen(0);
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// Open controllers
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for (i=0; i<SDL_NumJoysticks(); i++) {
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if (use_gc)
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SDL_GameControllerOpen(i);
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else
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SDL_JoystickOpen(i);
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}
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}
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void engine_setFullscreen(int value)
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101
src/player.c
101
src/player.c
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@ -263,8 +263,10 @@ void player_getInput()
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case SDL_MOUSEBUTTONDOWN:
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if (engine.gameSection == SECTION_INTERMISSION)
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{
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if (engine.event.button.button == SDL_BUTTON_LEFT) engine.keyState[KEY_FIRE] = 1;
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if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[KEY_ALTFIRE] = 1;
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if (engine.event.button.button == SDL_BUTTON_LEFT)
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engine.keyState[KEY_FIRE] = 1;
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if (engine.event.button.button == SDL_BUTTON_RIGHT)
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engine.keyState[KEY_ALTFIRE] = 1;
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}
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break;
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@ -289,24 +291,74 @@ void player_getInput()
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{
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case 0:
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case 3:
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engine.keyState[KEY_ALTFIRE] = engine.event.jbutton.state;
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engine.keyState[KEY_ALTFIRE] = CSDLP(
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engine.event.jbutton.state);
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break;
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case 1:
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case 2:
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engine.keyState[KEY_FIRE] = engine.event.jbutton.state;
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engine.keyState[KEY_FIRE] = CSDLP(
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engine.event.jbutton.state);
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break;
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case 4:
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case 6:
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engine.keyState[KEY_ESCAPE] = engine.event.jbutton.state;
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engine.keyState[KEY_ESCAPE] = CSDLP(
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engine.event.jbutton.state);
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break;
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case 5:
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case 7:
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case 8:
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engine.keyState[KEY_SWITCH] = engine.event.jbutton.state;
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engine.keyState[KEY_SWITCH] = CSDLP(
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engine.event.jbutton.state);
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break;
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case 9:
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if (engine.event.jbutton.state)
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engine.keyState[KEY_PAUSE] = 1;
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engine.keyState[KEY_PAUSE] = CSDLP(
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engine.event.jbutton.state);
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break;
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}
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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switch (engine.event.cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_A:
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case SDL_CONTROLLER_BUTTON_Y:
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engine.keyState[KEY_ALTFIRE] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_B:
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case SDL_CONTROLLER_BUTTON_X:
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engine.keyState[KEY_FIRE] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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engine.keyState[KEY_ESCAPE] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_BACK:
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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engine.keyState[KEY_SWITCH] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_START:
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engine.keyState[KEY_PAUSE] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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engine.keyState[KEY_UP] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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engine.keyState[KEY_DOWN] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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engine.keyState[KEY_LEFT] = CSDLP(
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engine.event.cbutton.state);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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engine.keyState[KEY_RIGHT] = CSDLP(
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engine.event.cbutton.state);
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break;
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}
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break;
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@ -348,6 +400,39 @@ void player_getInput()
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break;
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case SDL_CONTROLLERAXISMOTION:
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if (engine.gameSection == SECTION_TITLE) {
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if (engine.event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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{
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joyleft = engine.event.caxis.value < -16384;
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joyright = engine.event.caxis.value >= 16384;
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if (joyleft != prevjoyleft)
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engine.keyState[KEY_LEFT] = prevjoyleft = joyleft;
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if (joyright != prevjoyright)
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engine.keyState[KEY_RIGHT] = prevjoyright = joyright;
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}
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else if (engine.event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTY)
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{
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joyup = engine.event.caxis.value < -16384;
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joydown = engine.event.caxis.value >= 16384;
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if (joyup != prevjoyup)
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engine.keyState[KEY_UP] = prevjoyup = joyup;
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if (joydown != prevjoydown)
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engine.keyState[KEY_DOWN] = prevjoydown = joydown;
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}
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} else {
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val = MIN(1, (double)(abs(engine.event.caxis.value)) / JS_MAX);
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if (val < JS_DEADZONE)
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val = 0;
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if (engine.event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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engine.xaxis = copysign(val, engine.event.caxis.value);
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else if (engine.event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTY)
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engine.yaxis = copysign(val, engine.event.caxis.value);
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}
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break;
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case SDL_WINDOWEVENT:
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if (engine.event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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